Files
test/Assets/PerfectWorld/Scripts/Move/CECPlayer.cs
T
2025-11-18 22:04:56 +07:00

1366 lines
47 KiB
C#

using Animancer;
using BrewMonster;
using BrewMonster.Managers;
using BrewMonster.Scripts;
using BrewMonster.Scripts.Managers;
using CSNetwork.GPDataType;
using ModelRenderer.Scripts.GameData;
using PerfectWorld.Scripts.Managers;
using PerfectWorld.Scripts.Player;
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using System.Xml.Linq;
using BrewMonster.PerfectWorld.Scripts.Vfx;
using BrewMonster.Scripts;
using TMPro;
using Unity.VisualScripting;
using UnityEngine;
using UnityEngine.SceneManagement;
using BrewMonster.Network;
public abstract partial class CECPlayer : CECObject
{
[SerializeField] protected Transform parentModel;
[SerializeField] protected TextMeshProUGUI txtName;
private static PLAYER_ACTION[] _default_actions;
private static PLAYER_ACTION[] _turning_actions;
PLAYER_ACTION[] m_PlayerActions;
[SerializeField] internal INFO m_PlayerInfo;
protected GameObject _pPlayerModel;
protected float rotationSpeed = 5;
internal int m_iMoveMode; // Player's move mode
[SerializeField] internal int m_idSelTarget;
[SerializeField] internal int m_idCurHover; // ID of object under cursor
protected int m_iShape; // 聶簣礙繕ID
protected uint m_dwStates; // Player's basic states
// 敶枏餃稬 // Action type for attack animation
protected uint m_uAttackType;
protected int[] m_aEquips;
protected ROLEEXTPROP m_ExtProps; // Extend properties
protected int m_iFashionWeaponType;
protected float m_fTouchRad = 0.3f; // Touch radius
protected bool m_bWeaponAttached;
protected bool m_bFight;
protected int m_iBattleCamp = Player_camp_in_battle.GP_BATTLE_CAMP_NONE; // Battle this player belongs to
byte m_factionPVPMask; // pvp mask
protected uint m_dwResFlags; // pvp mask
protected ROLEBASICPROP m_BasicProps;
public int m_iMoveEnv = Move_environment.MOVEENV_GROUND; // Move environment
public bool m_bWalkRun;
public A3DAABB m_aabbServer = new A3DAABB(); // 禱繚臘繩簣瞿糧aabb瞿竅 簡罈繭繚
public A3DAABB m_aabb = new A3DAABB(); // Player's aabb瞿竅職繕aabb瞿竅繭繚
public int m_iProfession; // Profession
public float m_fScaleBySkill;
public int m_iGender; // Gender
protected bool m_bFashionMode;
public bool m_bShowWeapon;
private QueueActionEvent queueActionEvent;
protected static PLAYER_LEVELEXP_CONFIG _player_levelup_exp;
protected int NUM_WEAPON_TYPE = 15;
public static readonly int[] m_sciStateIDForStateAction = { 117 };
protected int m_iBoothState = 0; // Booth state. 0, none; 1, prepare; 2, open booth; 3, visite other's booth
public int m_idFRole = GNETRoles._R_UNMEMBER; // ID of player's faction role
protected int m_idCountry = 0; // 繒繳穠 id
public static int MAX_REINCARNATION = 2;
protected List<int> m_aCurEffects = new List<int>(); // Current effects
byte m_ReincarnationCount = 0;
string m_strName; // Player name
public MOVECONST m_MoveConst; // Const used when moving control
public Move_Mode m_MoveMode;
public MOVECONST[] aMoveConsts = new MOVECONST[PROFESSION.NUM_PROFESSION * GENDER.NUM_GENDER]
{
//
// fStepHei fMinAirHei fMinWaterHei fShoreDepth fWaterSurf
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
// 繚穡
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
//
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
// 羸職竄
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
//
new MOVECONST(0.8f, 1.6f, 0.3f, 1.8f, 0.7f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
// 織
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
//
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
//
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
// 翻瞿
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
// 繩
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
//
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
//
new MOVECONST(0.8f, 1.6f, 0.3f, 1.6f, 0.6f),
new MOVECONST(0.8f, 1.6f, 0.3f, 1.5f, 0.55f),
};
public A3DVECTOR3[] aExts = new A3DVECTOR3[PROFESSION.NUM_PROFESSION * GENDER.NUM_GENDER]
{
new A3DVECTOR3(0.4f, 0.9f, 0.4f), //
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), // 繚穡
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), //
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), // 羸職竄
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.5f, 1.05f, 0.5f), //
new A3DVECTOR3(0.3f, 0.9f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), // 織
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), //
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), //
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), // 翻瞿
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), // 繩
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), //
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
new A3DVECTOR3(0.3f, 0.9f, 0.3f), //
new A3DVECTOR3(0.3f, 0.85f, 0.3f),
};
public static class Effect_type
{
public const int EFF_FACEPILL = 1;
}
private BaseVfxObject _levelUpVfx;
protected void Awake()
{
m_PlayerActions = _default_actions;
m_iShape = 0;
m_aEquips = new int[(int)IndexOfIteminEquipmentInventory.SIZE_ALL_EQUIPIVTR];
queueActionEvent = new QueueActionEvent("", null, false, null);
}
/// <summary>This function will get the coressponding model player for the player based on the profession and gender </summary>
public async Task SetPlayerModel(byte profession, byte gender)
{
parentModel = transform.GetChild(0);
txtName = GetComponentInChildren<TextMeshProUGUI>();
_pPlayerModel = await NPCManager.Instance.GetModelPlayer(profession, gender);
Scene scene = SceneManager.GetActiveScene();
SceneManager.MoveGameObjectToScene(_pPlayerModel, scene);
_pPlayerModel.transform.SetParent(parentModel);
_pPlayerModel.transform.localPosition = Vector3.zero;
_pPlayerModel.SetActive(true);
}
public virtual void SetUpPlayer()
{
m_dwResFlags = 0;
m_iFashionWeaponType = -1;
m_uAttackType = DEFAULT_ACTION_TYPE;
AttachWeapon();
}
public void SetPlayerInfor(INFO playinfo)
{
m_PlayerInfo = playinfo;
}
public INFO GetPlayInfo()
{
return m_PlayerInfo;
}
public void CalcPlayerAABB()
{
int iIndex = m_iProfession * GENDER.NUM_GENDER + m_iGender;
m_aabb.Extents = aExts[iIndex] * m_fScaleBySkill;
m_aabbServer.Extents = aExts[iIndex];
m_MoveConst = aMoveConsts[iIndex];
}
public static async Task<bool> LoadPlayerSkin(GameObject aSkins, int index, string szFile)
{
// these are LOD suffix
string[] suffix1 = {"銝蝥?", "鈭𣬚漣", "銝厩漣"};
string[] suffix2 = {"", "鈭𣬚漣", "銝厩漣"};
string szSkinFile = "";
if( index == EC_Player_Skin_Const.SKIN_BODY_INDEX || index == EC_Player_Skin_Const.SKIN_HEAD_INDEX )
szSkinFile = $"{szFile}{suffix2[0]}";
else
szSkinFile = $"{szFile}{suffix1[0]}";
aSkins = await AddressableManager.Instance.LoadPrefabAsync(szSkinFile);
if (aSkins == null)
return false;
return true;
}
public static void InitStaticRes()
{
BuildActionList();
DATA_TYPE dt = default;
_player_levelup_exp = (PLAYER_LEVELEXP_CONFIG)ElementDataManProvider.GetElementDataMan()
.get_data_ptr(202, ID_SPACE.ID_SPACE_CONFIG, ref dt);
}
public bool IsDead()
{
return (m_dwStates & PlayerNPCState.GP_STATE_CORPSE) != 0;
}
public bool IsValidAction(int iIndex)
{
return (iIndex >= 0 && iIndex < (int)PLAYER_ACTION_TYPE.ACT_MAX) ? true : false;
}
public int GetCharacterID()
{
return m_PlayerInfo.cid;
}
private static void BuildActionList()
{
if (_default_actions == null)
{
// thay cho hashtab trong C++
Dictionary<string, PLAYER_ACTION_INFO_CONFIG> actionMap =
new Dictionary<string, PLAYER_ACTION_INFO_CONFIG>(100);
Dictionary<string, PLAYER_ACTION_INFO_CONFIG> skillActionMap =
new Dictionary<string, PLAYER_ACTION_INFO_CONFIG>(100);
elementdataman dataman = ElementDataManProvider.GetElementDataMan();
PLAYER_ACTION_INFO_CONFIG data;
int count = dataman.get_data_num(ID_SPACE.ID_SPACE_CONFIG);
DATA_TYPE dt = default;
uint id = 0;
for (int i = 0; i < count; ++i)
{
id = dataman.get_data_id(ID_SPACE.ID_SPACE_CONFIG, i, ref dt);
if (dt != DATA_TYPE.DT_PLAYER_ACTION_INFO_CONFIG)
continue;
data = (PLAYER_ACTION_INFO_CONFIG)dataman.get_data_ptr(id, ID_SPACE.ID_SPACE_CONFIG, ref dt);
if (!string.IsNullOrEmpty(data.ActionName) && data.ActionName[0] != '0')
{
if (!actionMap.TryAdd(data.ActionName, data))
{
}
}
}
CECStringTab actionNames = new CECStringTab();
actionNames.Init("actions_player", false);
_default_actions = new PLAYER_ACTION[(int)PLAYER_ACTION_TYPE.ACT_MAX];
for (int i = 0; i < _default_actions.Length; i++)
{
_default_actions[i].type = (PLAYER_ACTION_TYPE)i;
string szName = actionNames.GetANSIString(i);
if (!string.IsNullOrEmpty(szName))
{
if (actionMap.TryGetValue(szName, out var it))
{
_default_actions[i].data = it;
}
}
}
}
}
public bool PlayAction(int iAction, bool bRestart = true, int iTransTime = 200, bool bQueue = false)
{
return PlayActionWithConfig(iAction, 0, bRestart, iTransTime, bQueue);
}
public bool PlayActionWithConfig(int iAction, int actionConfigID, bool bRestart = true, int iTransTime = 200,
bool bQueue = false)
{
if (iAction < 0 || iAction >= (int)PLAYER_ACTION_TYPE.ACT_MAX)
{
return false;
}
if (actionConfigID > 0)
{
DATA_TYPE dt = DATA_TYPE.DT_INVALID;
var p = ElementDataManProvider.GetElementDataMan()
.get_data_ptr((uint)actionConfigID, ID_SPACE.ID_SPACE_CONFIG, ref dt);
if (dt == DATA_TYPE.DT_PLAYER_ACTION_INFO_CONFIG)
{
PLAYER_ACTION actionConfig;
actionConfig.type = (PLAYER_ACTION_TYPE)iAction;
actionConfig.data = (PLAYER_ACTION_INFO_CONFIG)p;
return PlayActionWithConfig(iAction, actionConfig, bRestart, iTransTime, bQueue);
}
else
{
}
}
return PlayActionWithConfig(iAction, m_PlayerActions[iAction], bRestart, iTransTime, bQueue);
}
public bool PlayActionWithConfig(int iAction, in PLAYER_ACTION actionConfig,
bool bRestart = true, int iTransTime = 200, bool bQueue = false)
{
PLAYER_ACTION action = actionConfig;
var szAct = EC_Utility.BuildActionName(action, 0);
EventBus.PublishChannel(m_PlayerInfo.cid, new PlayActionEvent(szAct));
return true;
}
public static void Dispose()
{
_default_actions = null;
_turning_actions = null;
}
public struct PLAYER_ACTION
{
public PLAYER_ACTION_TYPE type;
public PLAYER_ACTION_INFO_CONFIG data;
};
public INFO GetPlayerInfo()
{
return m_PlayerInfo;
}
protected override void Update()
{
base.Update();
}
public enum PLAYER_ACTION_TYPE
{
// 0
ACT_STAND = 0, // 廙姊g
ACT_FIGHTSTAND, // 廙姊g chi廕積 廕?u
ACT_WALK, // i b廙?
ACT_RUN, // Ch廕?y
ACT_JUMP_START, // B廕眩 廕?u nh廕?y
// 5
ACT_JUMP_LOOP, // Nh廕?y tr礙n kh繫ng l廕搆 l廕?i
ACT_JUMP_LAND, // Nh廕?y ti廕穆 廕?t
ACT_SWIM, // B①i
ACT_HANGINWATER, // L① l廙要g trong n⑹廙𢲷
ACT_TAKEOFF, // C廕?t c獺nh (should be ACT_TAKEOFF_WING)
// 10
ACT_HANGINAIR, // Treo tr礙n kh繫ng (should be ACT_HANGINAIR_WING)
ACT_FLY, // Bay (should be ACT_FLY_WING)
ACT_FLYDOWN, // Bay xu廙𤉋g cao (should be ACT_FLYDOWN_WING_HIGH)
ACT_FLYDOWN_WING_LOW, // Bay xu廙𤉋g th廕?p (should be ACT_FLYDOWN_WING_LOW)
ACT_LANDON, // H廕? c獺nh (should be ACT_LAND_WING)
// 15
ACT_TAKEOFF_SWORD, // Ki廕禦 bay - c廕?t c獺nh
ACT_HANGINAIR_SWORD, // Ki廕禦 bay - treo kh繫ng trung
ACT_FLY_SWORD, // Ki廕禦 bay - ti廕積 t廙𢹂
ACT_FLYDOWN_SWORD_HIGH, // Ki廕禦 bay - r①i cao
ACT_FLYDOWN_SWORD_LOW, // Ki廕禦 bay - r①i th廕?p
// 20
ACT_LANDON_SWORD, // Ki廕禦 bay - h廕? c獺nh
ACT_SITDOWN, // Ng廙𧗽
ACT_SITDOWN_LOOP, // Ng廙𧗽 l廕搆 l廕?i
ACT_STANDUP, // 廙姊g d廕軌
ACT_WOUNDED, // B廙? th⑹①ng
// 25
ACT_GROUNDDIE, // Ch廕篙 tr礙n m廕暗 廕?t
ACT_GROUNDDIE_LOOP, // Ch廕篙 tr礙n 廕?t (loop)
ACT_WATERDIE, // Ch廕篙 trong n⑹廙𢲷
ACT_WATERDIE_LOOP, // Ch廕篙 trong n⑹廙𢲷 (loop)
ACT_AIRDIE_ST, // Ch廕篙 tr礙n kh繫ng (b廕眩 廕?u)
// 30
ACT_AIRDIE, // Ch廕篙 tr礙n kh繫ng (loop r①i)
ACT_AIRDIE_ED, // Ch廕篙 tr礙n kh繫ng (ch廕?m 廕?t)
ACT_AIRDIE_LAND_LOOP, // Ch廕篙 r①i 廕?t (loop)
ACT_REVIVE, // H廙𧗽 sinh
ACT_CUSTOMIZE, // 廙㷌g t獺c t羅y ch廙纤h
// 35
ACT_STRIKEBACK, // B廙? 獺nh l羅i
ACT_STRIKEDOWN, // B廙? 獺nh ng瓊
ACT_STRIKEDOWN_LOOP, // B廙? 獺nh ng瓊 (loop)
ACT_STRIKEDOWN_STANDUP, // B廙? 獺nh ng瓊 r廙𧗽 廙姊g d廕軌
ACT_PICKUP, // Nh廕暗 廙?
// 40
ACT_PICKUP_LOOP, // Nh廕暗 廙? (loop)
ACT_PICKUP_STANDUP, // Nh廕暗 廙? 廙姊g d廕軌
ACT_PICKUP_MATTER, // Nh廕暗 v廕負 th廙?
ACT_GAPE, // H獺 mi廙𡵞g
ACT_LOOKAROUND, // Nh穫n quanh
// 45
ACT_PLAYWEAPON, // Vung v觼 kh穩
ACT_EXP_WAVE, // V廕咳 tay
ACT_EXP_NOD, // G廕負 廕?u
ACT_EXP_SHAKEHEAD, // L廕畚 廕?u
ACT_EXP_SHRUG, // Nh繳n vai
// 50
ACT_EXP_LAUGH, // C⑹廙𩥉 l廙𣌟
ACT_EXP_ANGRY, // T廙妾 gi廕要
ACT_EXP_STUN, // Cho獺ng
ACT_EXP_DEPRESSED, // Bu廙忛 b瓊
ACT_EXP_KISSHAND, // H繫n tay
// 55
ACT_EXP_SHY, // Ng廕?i ng羅ng
ACT_EXP_SALUTE, // Cho
ACT_EXP_SITDOWN, // Ng廙𧗽 xu廙𤉋g
ACT_EXP_SITDOWN_LOOP, // Ng廙𧗽 xu廙𤉋g (loop)
ACT_EXP_SITDOWN_STANDUP, // Ng廙𧗽 xu廙𤉋g r廙𧗽 廙姊g d廕軌
// 60
ACT_EXP_ASSAULT, // T廕?n c繫ng
ACT_EXP_THINK, // Suy ngh藺
ACT_EXP_DEFIANCE, // Th獺ch th廙妾
ACT_EXP_VICTORY, // Chi廕積 th廕疸g
ACT_EXP_KISS, // H繫n
// 65
ACT_EXP_KISS_LOOP, // H繫n (loop)
ACT_EXP_KISS_END, // K廕篙 th繳c h繫n
ACT_ATTACK_1, // T廕?n c繫ng 1
ACT_ATTACK_2, // T廕?n c繫ng 2
ACT_ATTACK_3, // T廕?n c繫ng 3
// 70
ACT_ATTACK_4, // T廕?n c繫ng 4
ACT_ATTACK_TOSS, // N矇m v觼 kh穩
ACT_TRICK_RUN, // Chi礙u khi ch廕?y
ACT_TRICK_JUMP, // Chi礙u khi nh廕?y
ACT_FLY_GLIDE, // L⑹廙?n
// 75
ACT_FLY_GLIDE_SWORD, // Ki廕禦 bay - l⑹廙?n
ACT_EXP_FIGHT, // T⑹ th廕? chi廕積 廕?u
ACT_EXP_ATTACK1, // T廕?n c繫ng di廙 xu廕?t 1
ACT_EXP_ATTACK2, // T廕?n c繫ng di廙 xu廕?t 2
ACT_EXP_ATTACK3, // T廕?n c繫ng di廙 xu廕?t 3
// 80
ACT_EXP_ATTACK4, // T廕?n c繫ng di廙 xu廕?t 4
ACT_EXP_DEFENCE, // Ph簷ng th廙?
ACT_EXP_FALL, // T矇 ng瓊
ACT_EXP_FALLONGROUND, // Ng瓊 xu廙𤉋g 廕?t
ACT_EXP_LOOKAROUND, // Nh穫n quanh
// 85
ACT_EXP_DANCE, // Nh廕?y m繳a
ACT_EXP_FASHIONWEAPON, // 廙㷌g t獺c v觼 kh穩 th廙𩥉 trang
ACT_USEITEM, // D羅ng item
ACT_USEITMELOOP, // D羅ng item (loop)
ACT_TWO_KISS, // H繫n 繫i
// 90
ACT_USING_TARGET_ITEM, // D羅ng 廕?o c廙?
ACT_SWIM_FOR_MOVESKILL, // B①i trong l繳c d羅ng skill di chuy廙
ACT_MAX,
ACT_CASTSKILL // Ch廙? l placeholder cho skill actions
}
public void PlayAttackEffect(int idTarget, int idSkill, int skillLevel, int nDamage,
uint dwModifier, int nAttackSpeed, ref int piAttackTime, int nSection = 0)
{
if (!IsAllResReady())
return;
if (idSkill == 0)
{
int idWeapon = IsShapeChanged() ? 0 : GetWeaponID();
int nTimeFly = 10;
if (idWeapon != 0)
{
// 聶織聶織簡罈繞糧
DATA_TYPE dt = default;
WEAPON_ESSENCE? pWeapon = (WEAPON_ESSENCE)ElementDataManProvider.GetElementDataMan()
.get_data_ptr((uint)idWeapon, ID_SPACE.ID_SPACE_ESSENCE, ref dt);
if (dt == DATA_TYPE.DT_WEAPON_ESSENCE && pWeapon != null && pWeapon.Value.require_projectile != 0)
{
nTimeFly = 700;
if (m_aEquips[(int)IndexOfIteminEquipmentInventory.EQUIPIVTR_PROJECTILE] != 0)
idWeapon = m_aEquips[(int)IndexOfIteminEquipmentInventory.EQUIPIVTR_PROJECTILE];
}
}
if (CECAttacksMan.Instance.FindAttackByAttacker(GetPlayerInfo().cid))
{
ClearComActFlagAllRankNodes(true);
}
// melee attack
CECAttackEvent pAttack = CECAttacksMan.Instance.AddMeleeAttack(
GetPlayerInfo().cid, idTarget, idWeapon, dwModifier, nDamage, nTimeFly);
if (pAttack != null)
{
if (!IsDead() && (dwModifier & (uint)MOD.MOD_RETORT) == 0
&& (dwModifier & (uint)MOD.MOD_ATTACK_AURA) == 0
&& PlayAttackAction(nAttackSpeed, ref piAttackTime, pAttack)
&& (dwModifier & (uint)MOD.MOD_BEAT_BACK) == 0)
{
}
else
{
pAttack.m_bSignaled = true;
}
}
}
//else
//{
// if (skillLevel == 0)
// {
// if (m_pCurSkill)
// skillLevel = m_pCurSkill.GetSkillLevel();
// else
// skillLevel = 1;
// }
// CECAttackEvent pAttack1 = null;
// // first try to find if there is already a skill attack event in attackman
// CECAttackerEvents attackerEvents = g_pGame.GetGameRun().GetWorld().GetAttacksMan().FindAttackByAttacker(GetPlayerInfo().cid);
// if (attackerEvents)
// {
// CECAttackEvent pAttack1 = attackerEvents.Find(idSkill, nSection);
// if (pAttack1 != null)
// {
// // 疆繒瞼罈繩繕罈織繙礎
// pAttack1.AddTarget(idTarget, dwModifier, nDamage);
// goto EXIT;
// }
// else
// {
// attackerEvents.Signal();
// }
// }
// if (ElementSkill::IsGoblinSkill(idSkill) &&
// GNET::ElementSkill::GetType(idSkill) == 2)
// {
// pAttack = g_pGame.GetGameRun().GetWorld().GetAttacksMan().AddSkillAttack(
// GetPlayerInfo().cid, GetPlayerInfo().cid, idTarget, GetWeaponID(), idSkill, skillLevel, dwModifier, nDamage);
// }
// else
// {
// // begin a skill attack
// pAttack = g_pGame.GetGameRun().GetWorld().GetAttacksMan().AddSkillAttack(
// GetPlayerInfo().cid, m_idCurSkillTarget, idTarget, GetWeaponID(), idSkill, skillLevel, dwModifier, nDamage);
// }
// if (pAttack)
// {
// pAttack.SetSkillSection(nSection);
// if (!IsDead() && (dwModifier & CECAttackEvent::MOD_RETORT) == 0
// && (dwModifier & CECAttackEvent::MOD_ATTACK_AURA) == 0
// && PlaySkillAttackAction(idSkill, nAttackSpeed, NULL, nSection, &pAttack.m_bSignaled)
// && (dwModifier & CECAttackEvent::MOD_BEAT_BACK) == 0)
// {
// }
// else
// {
// pAttack.m_bSignaled = true;
// }
// }
//EXIT:
// // For skill attacking, time is always set to 0
// if (piAttackTime)
// *piAttackTime = 0;
//}
}
protected void ClearComActFlagAllRankNodes(bool v)
{
EventBus.PublishChannel(m_PlayerInfo.cid, new ClearComActFlagAllRankNodesEvent(v));
}
public struct ClearComActFlagAllRankNodesEvent
{
public bool v;
public ClearComActFlagAllRankNodesEvent(bool value)
{
v = value;
}
}
public bool PlayAttackAction(int nAttackSpeed, ref int attackTime, CECAttackEvent attackEvent)
{
//attackTime = 0;
//if (_pPlayerModel == null)
// return false;
int nRand = UnityEngine.Random.Range(0, 4);
string szAct = string.Empty;
int weapon_type = GetShowingWeaponType();
int nTime1 = 0, nTime2 = 0;
int iAction = (int)PLAYER_ACTION_TYPE.ACT_ATTACK_1 + nRand;
PLAYER_ACTION action = m_PlayerActions[iAction];
if (string.IsNullOrEmpty(action.data.ActionPrefix))
return false;
ShowWeaponByConfig(action.data);
/* var pRightHandWeapon = GetRightHandWeapon();
bool bHideFX = !CECOptimize.Instance.GFX.CanShowAttack(GetCharacterID(), GetClassID());*/
// ==============================
// Ground Attack
// ==============================
if (GetMoveEnv() == (int)MoveEnvironment.MOVEENV_GROUND)
{
// 𡏭絲? 泿韏瘀
szAct = EC_Utility.BuildActionName(action, weapon_type, "簸");
EventBus.PublishChannel(m_PlayerInfo.cid, new PlayActionEvent(szAct));
szAct = EC_Utility.BuildActionName(action, weapon_type, "瓣");
queueActionEvent.SetData(szAct, SetApplyDamage, true, attackEvent);
EventBus.PublishChannelClass(m_PlayerInfo.cid, queueActionEvent);
//PlayNonSkillActionWithName(iAction, szAct, true, 200, true, ref pActFlag, COMACT_FLAG_MODE_ONCE_MULTIIGNOREGFX);gag獺ga
/*
if (pRightHandWeapon != null && IsUsingMagicWeapon())
pRightHandWeapon.PlayActionByName(_GenWeaponActionName(szAct, m_iGender), 1.0f, true, 200, true, iAction, bHideFX);
nTime1 = _pPlayerModel.GetComActTimeSpanByName(szAct);
// 𨀣𤣰? 泿銝页
szAct = $"{action.data.action_prefix}_{action.data.action_weapon_suffix[weapon_type].suffix}瓣";
QueueNonSkillActionWithName(iAction, szAct, 0, false, bHideFX);
if (pRightHandWeapon != null && IsUsingMagicWeapon())
pRightHandWeapon.QueueAction(_GenWeaponActionName(szAct, m_iGender), 0, iAction, false, false, bHideFX);
nTime2 = _pPlayerModel.GetComActTimeSpanByName(szAct);*/
}
// ==============================
// Air Attack
// ==============================
else
{
/*string szActionMiddleName;
if ((m_wingType == WINGTYPE_WING && IsFlying()) ||
GetProfession() == PROF_ANGEL ||
GetProfession() == PROF_ARCHOR ||
GetProfession() == PROF_MONK ||
GetProfession() == PROF_GHOST)
{
szActionMiddleName = "聶糧獺簞簷"; // t廕?n c繫ng tr礙n kh繫ng
}
else
{
szActionMiddleName = "聶翻瞿"; // r①i xu廙𤉋g ho廕搾 bay
}
szAct = $"{action.data.action_prefix}_{szActionMiddleName}_{action.data.action_weapon_suffix[weapon_type].suffix}簸";
PlayNonSkillActionWithName(iAction, szAct, true, 200, bHideFX, ref pActFlag, COMACT_FLAG_MODE_ONCE_MULTIIGNOREGFX);
if (pRightHandWeapon != null && IsUsingMagicWeapon())
pRightHandWeapon.PlayActionByName(_GenWeaponActionName(szAct, m_iGender), 1.0f, true, 200, true, iAction, bHideFX);
nTime1 = m_pPlayerModel.GetComActTimeSpanByName(szAct);
szAct = $"{action.data.action_prefix}_{szActionMiddleName}_{action.data.action_weapon_suffix[weapon_type].suffix}瓣";
QueueNonSkillActionWithName(iAction, szAct, 0, false, bHideFX);
if (pRightHandWeapon != null && IsUsingMagicWeapon())
pRightHandWeapon.QueueAction(_GenWeaponActionName(szAct, m_iGender), 0, iAction, false, false, bHideFX);
nTime2 = m_pPlayerModel.GetComActTimeSpanByName(szAct);*/
}
// ==============================
// K廕篙 th繳c b廕彫g FightStand
// ==============================
PLAYER_ACTION stand_action = m_PlayerActions[(int)PLAYER_ACTION_TYPE.ACT_FIGHTSTAND];
szAct = EC_Utility.BuildActionName(stand_action, 0);
queueActionEvent.SetData(szAct, SetApplyDamage, false, attackEvent);
EventBus.PublishChannelClass(m_PlayerInfo.cid, queueActionEvent);
/* QueueNonSkillActionWithName(ACT_FIGHTSTAND, szAct, 300, false, bHideFX, true);
if (pRightHandWeapon != null && IsUsingMagicWeapon())
pRightHandWeapon.QueueAction(_GenWeaponActionName(szAct, m_iGender), 300, iAction, false, false, bHideFX, true);*/
// ==============================
// i廙 ch廙纤h t廙倴 廙? ph獺t animation theo t廙倴 廙? t廕?n c繫ng
// ==============================
/* if (nAttackSpeed > 0)
{
float vScale = (nTime1 + nTime2) / (float)nAttackSpeed;
if (vScale > 0f)
{
m_pPlayerModel.SetPlaySpeed(vScale);
if (pRightHandWeapon != null && IsUsingMagicWeapon())
pRightHandWeapon.SetPlaySpeed(vScale);
}
}
attackTime = nTime1 + nTime2;*/
// ==============================
// C廕計 nh廕負 v廙? tr穩 weapon hanger (v觼 kh穩)
// ==============================
//UpdateWeaponHangerPosByAction(iAction);
return true;
}
public void SetApplyDamage(bool isApplyDamage, CECAttackEvent cECAttackEvent)
{
cECAttackEvent.m_bSignaled = isApplyDamage;
}
public void ShowWeaponByConfig(PLAYER_ACTION_INFO_CONFIG p)
{
m_bShowWeapon = p.hide_weapon != 0 ? false : true;
//ShowWeapon(m_bShowWeapon);
}
public int GetShowingWeaponType()
{
//todo: mr Hoang should double check it
return 10;
int weapon_type = 0;
if (CanShowFashionWeapon((int)m_uAttackType, m_iFashionWeaponType) &&
m_aEquips[(int)IndexOfIteminEquipmentInventory.EQUIPIVTR_FASHION_WEAPON] != 0)
{
weapon_type = (EC_Utility.BinaryEquals(m_iFashionWeaponType, DEFAULT_ACTION_TYPE) || !IsWeaponAttached())
? 10
: m_iFashionWeaponType;
}
else
{
weapon_type = (EC_Utility.BinaryEquals(m_uAttackType, DEFAULT_ACTION_TYPE) || !IsWeaponAttached()) ? 10 : (int)m_uAttackType;
}
return weapon_type;
}
public bool IsWeaponAttached()
{
return m_bWeaponAttached;
}
bool AttachWeapon(){
bool result = (false);
/*while (GetPlayerModel() && (GetLeftHandWeapon() || GetRightHandWeapon())){
A3DSkinModel *pSkinModel = GetPlayerModel()->GetA3DSkinModel();
if (!pSkinModel ||
!pSkinModel->GetSkeleton()){
break;
}
if (!pSkinModel->GetSkeletonHook(GetLeftWeaponHookPos(m_weaponHangerPos),true) ||
!pSkinModel->GetSkeletonHook(GetRightWeaponHookPos(m_weaponHangerPos),true)){
break;
}
if (GetLeftHandWeapon()){
GetPlayerModel()->AddChildModel(
_left_hand_weapon,
false,
GetLeftWeaponHookPos(m_weaponHangerPos),
GetLeftHandWeapon(),
GetLeftWeaponOwnHookPos(GetLeftHandWeapon()));
}
if (GetRightHandWeapon()){
GetPlayerModel()->AddChildModel(
_right_hand_weapon,
false,
GetRightWeaponHookPos(m_weaponHangerPos),
GetRightHandWeapon(),
GetRightWeaponOwnHookPos(GetRightHandWeapon()));
}
ALog log;
log.Init("EC.log", "My Application Log");
// Anywhere in your code where you want to see the call flow:
log.Log("[HoangDev]Checking execution flow at this point:");
log.LogStackTrace();
log.Release();
m_bWeaponAttached = true;
result = true;
break;
}*/
m_bWeaponAttached = true;
result = true;
return result;
}
public bool InFashionMode()
{
return m_bFashionMode;
}
public bool CanShowFashionWeapon(int weapon_type, int fashion_weapon_type)
{
return IsFashionWeaponTypeFit(weapon_type, fashion_weapon_type) && InFashionMode();
}
public bool IsFashionWeaponTypeFit(int weapon_type, int fashion_weapon_type)
{
if (fashion_weapon_type < 0 || fashion_weapon_type >= NUM_WEAPON_TYPE) return false;
FASHION_WEAPON_CONFIG? pConfig = GetFashionConfig();
if (null == pConfig)
{
BMLogger.LogError("CECPlayer::GetFashionConfig, Failed to load fashion weapon config");
return false;
}
int fashion_weapon_mask = (int)pConfig.Value.action_mask[fashion_weapon_type];
return (fashion_weapon_mask & (1 << GetWeaponType(weapon_type))) != 0;
}
public FASHION_WEAPON_CONFIG GetFashionConfig()
{
FASHION_WEAPON_CONFIG? pFashionConfig = null;
if (null == pFashionConfig)
{
elementdataman pDataMan = ElementDataManProvider.GetElementDataMan();
DATA_TYPE DataType = DATA_TYPE.DT_FASHION_WEAPON_CONFIG;
uint tid = pDataMan.get_id_with_data_type(ID_SPACE.ID_SPACE_CONFIG, DataType);
if (tid != 0)
{
pFashionConfig =
(FASHION_WEAPON_CONFIG)pDataMan.get_data_ptr(tid, ID_SPACE.ID_SPACE_CONFIG, ref DataType);
BMLogger.LogError($"HoangDev : get_data_ptr {pFashionConfig.GetType()}");
}
}
return pFashionConfig == null ? default : pFashionConfig.Value;
}
public int GetSelectedTarget()
{
return m_idSelTarget;
}
public float GetTouchRadius()
{
return m_fTouchRad;
}
// Is player in battle
public bool IsInBattle()
{
return m_iBattleCamp != Player_camp_in_battle.GP_BATTLE_CAMP_NONE;
}
// Check whether specified npc in a same battle camp
public bool InSameBattleCamp(CECNPC pNPC)
{
if (!pNPC || m_iBattleCamp == Player_camp_in_battle.GP_BATTLE_CAMP_NONE ||
(m_iBattleCamp == Player_camp_in_battle.GP_BATTLE_CAMP_INVADER && !pNPC.IsInBattleInvaderCamp()) ||
(m_iBattleCamp == Player_camp_in_battle.GP_BATTLE_CAMP_DEFENDER && !pNPC.IsInBattleDefenderCamp()))
return false;
return true;
}
public const uint DEFAULT_ACTION_TYPE = 0xFFFFFFFF;
public static int GetWeaponType(int iWeaponType)
{
return iWeaponType == DEFAULT_ACTION_TYPE ? 10 : iWeaponType;
}
public bool IsInFactionPVP() => (m_factionPVPMask & 0x01) != 0;
public bool CanAttackFactionPVPMineCar() => (m_factionPVPMask & 0x02) != 0;
public bool CanAttackFactionPVPMineBase() => (m_factionPVPMask & 0x04) != 0;
public int GetLevelUpExp(int iLevel)
{
return _player_levelup_exp.exp[iLevel - 1];
//return iLevel * iLevel * 500;
}
// Get basic properties
public ROLEBASICPROP GetBasicProps()
{
return m_BasicProps;
}
public override void TurnFaceTo(int idTarget, float dwTime = 200)
{
if (idTarget != 0)
{
if (idTarget == GetCharacterID())
{
return;
}
if (IsWorkMoveRunning() /*&& !IsPlayingCastingSkillAndMoveActions()*/)
{
// 繞簪罈簞瓊繞簪繚翻簷癒瞽繞簪穢繚穡
return;
}
}
var target = EC_ManMessageMono.Instance?.GetObject(idTarget, 0)?.gameObject.transform;
if (target == null)
{
BMLogger.LogError("HoangDev: ko c籀 transform ");
return;
}
Vector3 direction = (target.position - transform.position).normalized;
direction.y = 0f;
int turnSpeed = 5;
if (direction.sqrMagnitude > 0.001f)
{
// T廕?o rotation m廙𢹂 h⑹廙𣌟g t廙𢹂 target
Quaternion targetRotation = Quaternion.LookRotation(direction, Vector3.up);
// Xoay m⑹廙?t t廙? rotation hi廙𡵞 t廕?i sang rotation m廙?c ti礙u
//transform.rotation = Quaternion.Slerp(
// transform.rotation,
// targetRotation,
// Time.deltaTime * turnSpeed
//);
transform.rotation = targetRotation;
}
}
public virtual bool IsWorkMoveRunning()
{
return false;
}
/* public bool IsPlayingCastingSkillAndMoveActions()
{
return IsPlayingCastingSkillAction() && IsPlayingMoveAction();
}
public bool IsPlayingCastingSkillAction()
{
return m_pActionController ? m_pActionController.IsPlayingCastingSkillAction() : false;
}
bool IsPlayingMoveAction()
{
return m_pActionController ? m_pActionController.IsPlayingMoveAction() : false;
}*/
public int GetMoveStandAction(bool bMove, bool bFight = false)
{
int iMoveEnv = m_iMoveEnv;
//if (m_AttachMode != enumAttachNone)
//{
// bFight = false;
// if (m_bHangerOn)
// iMoveEnv = MOVEENV_GROUND;
//}
int iAction = (int)PLAYER_ACTION_TYPE.ACT_STAND;
if (bMove)
{
// Play appropriate actions
if (iMoveEnv == (int)MoveEnvironment.MOVEENV_GROUND)
{
if (m_bWalkRun)
iAction = (int)PLAYER_ACTION_TYPE.ACT_RUN;
else
iAction = (int)PLAYER_ACTION_TYPE.ACT_WALK;
}
//else if (iMoveEnv == MOVEENV_AIR)
//{
// //if (/*UsingWing()*/ m_wingType == WINGTYPE_WING)
// // iAction = ACT_FLY;
// //else
// // iAction = ACT_FLY_SWORD;
//}
//else if (iMoveEnv == MOVEENV_WATER)
//{
// //if (CanCombineWithMoveForSkill())
// //{
// // iAction = ACT_SWIM_FOR_MOVESKILL;
// //}
// //else
// //{
// // iAction = ACT_SWIM;
// //}
//}
}
else
{
// Play appropriate actions
if (iMoveEnv == (int)MoveEnvironment.MOVEENV_GROUND)
{
if (bFight)
iAction = (int)PLAYER_ACTION_TYPE.ACT_FIGHTSTAND;
else
iAction = (int)PLAYER_ACTION_TYPE.ACT_STAND;
}
//else if (iMoveEnv == MOVEENV_AIR)
//{
// if (/*UsingWing()*/ m_wingType == WINGTYPE_WING)
// iAction = ACT_HANGINAIR;
// else
// iAction = ACT_HANGINAIR_SWORD;
//}
//else if (iMoveEnv == MOVEENV_WATER)
// iAction = ACT_HANGINWATER;
}
return iAction;
}
public void Damaged(int nDamage, uint dwModifier = 0, int skill = 0)
{
if (nDamage == -2)
{
// this message is caused by a help skill, so don't use a wounded action here
/* if (dwModifier & CECAttackEvent::MOD_IMMUNE)
BubbleText(BUBBLE_IMMUNE, 0);
else if (dwModifier & CECAttackEvent::MOD_NULLITY)
BubbleText(BUBBLE_INVALIDHIT, 0);
else if (dwModifier & CECAttackEvent::MOD_DODGE_DEBUFF)
BubbleText(BUBBLE_DODGE_DEBUFF, 0);*/
}
else if (nDamage == -1)
{
// when else player hit this player iDamage is -1,
// Just play a wounded action
if (!OnDamaged(skill))
{
// PlayAction((int)PLAYER_ACTION_TYPE.ACT_WOUNDED);
}
/*if (dwModifier & CECAttackEvent::MOD_IMMUNE)
BubbleText(BUBBLE_IMMUNE, 0);
else if (dwModifier & CECAttackEvent::MOD_NULLITY)
BubbleText(BUBBLE_INVALIDHIT, 0);
else if (dwModifier & CECAttackEvent::MOD_DODGE_DEBUFF)
BubbleText(BUBBLE_DODGE_DEBUFF, 0);*/
}
else
{
// Popup a damage decal
if (nDamage > 0)
{
int p1 = 0;
/*if (dwModifier & CECAttackEvent::MOD_CRITICAL_STRIKE)
p1 |= 0x0001;
if (dwModifier & CECAttackEvent::MOD_RETORT)
p1 |= 0x0002;*/
if (!OnDamaged(skill))
// PlayAction((int)PLAYER_ACTION_TYPE.ACT_WOUNDED);
DamageTextManager.Instance.ShowDamageText(
transform.position, nDamage, Color.yellow, 1.0f);
/* if (dwModifier & CECAttackEvent::MOD_IMMUNE)
BubbleText(BUBBLE_IMMUNE, 0);
else if (dwModifier & CECAttackEvent::MOD_REBOUND)
BubbleText(BUBBLE_REBOUND, nDamage);
else if (dwModifier & CECAttackEvent::MOD_BEAT_BACK)
BubbleText(BUBBLE_BEAT_BACK, nDamage);
else
BubbleText(BUBBLE_DAMAGE, nDamage, p1);*/
}
/* else if (dwModifier & CECAttackEvent::MOD_IMMUNE)
BubbleText(BUBBLE_IMMUNE, 0);
else if (dwModifier & CECAttackEvent::MOD_NULLITY)
BubbleText(BUBBLE_INVALIDHIT, 0);
else
BubbleText(BUBBLE_HITMISSED, 0);*/
}
}
public bool OnDamaged(int skill)
{
var atkMan = CECAttacksMan.Instance;
if (atkMan == null)
return false;
string name1, name2;
for (int i = 0; i < m_sciStateIDForStateAction.Length; i++)
{
/* if (atkMan.GetSkillStateActionName(skill, m_sciStateIDForStateAction[i], out name1, out name2))
{
m_SkillIDForStateAction = skill;
return true;
}*/
}
return false;
}
bool GetSkillStateActionName(int skill, int state, string name1, string name2)
{
/* for (int i = 0; i < (int)m_SkillStateActionVec.size(); i++)
{
if (m_SkillStateActionVec[i].skill == skill && m_SkillStateActionVec[i].state == state)
{
name1 = m_SkillStateActionVec[i].beHitAction;
name2 = m_SkillStateActionVec[i].stayDownAction;
return true;
}
}*/
return false;
}
public float GetGroundSpeed()
{
// return m_bWalkRun ? g_pGame.GetConfigs().GetHostRunSpeed() : m_ExtProps.mv.walk_speed;
return 5f;
return m_bWalkRun ? m_ExtProps.mv.run_speed : m_ExtProps.mv.walk_speed;
}
// Get move environment
public int GetMoveEnv()
{
return m_iMoveEnv;
}
public bool IsShapeChanged()
{
return m_iShape != 0;
}
public int GetWeaponID()
{
return m_aEquips[(int)IndexOfIteminEquipmentInventory.EQUIPIVTR_WEAPON] & 0xffff;
}
public bool IsAllResReady()
{
return (m_dwResFlags & (uint)PlayerResourcesReadyFlag.RESFG_ALL) == (uint)PlayerResourcesReadyFlag.RESFG_ALL;
}
// Get character ID
// Play Gfx on Models
protected bool PlayGfx(string szPath, string szHook, float fScale /*1.0f*/, uint iShapeTypeMask /*(1<<PLAYERMODEL_MAJOR)*/, bool bForceNoRecord =false)
{
// bool bPlayed(false);
// bool bSkipRecord = (iShapeTypeMask != PLAYERMODEL_TYPEALL) || bForceNoRecord;
// for(int i=0;i<PLAYERMODEL_MAX;i++)
// {
// if (m_pModels[i] && (iShapeTypeMask & (1<<i)))
// {
// if (IsCurrentModel(m_pModels[i])){
// m_pModels[i]->PlayGfx(szPath, szHook, fScale);
// bPlayed = true;
// }
// if(bSkipRecord) continue;
// A3DGFXEx* pGfx = m_pModels[i]->GetGfx(szPath, szHook);
// if (pGfx && pGfx->IsInfinite()){
// GFXRECORD rec;
// rec.strPath = szPath;
// rec.strHook = szHook;
// rec.fScale = fScale;
// AString key = rec.strPath + rec.strHook;
// m_GfxRecords[key] = rec;
// bSkipRecord = true;
// }
// }
// }
PlayLevelUpGfx(szPath);
return false;
}
private async void PlayLevelUpGfx(string path)
{
// Usage: Load the prefab asynchronously using AddressableManager
GameObject prefab = await AddressableManager.Instance.LoadPrefabAsync(path);
if(prefab != null)
{
if (_levelUpVfx != null)
{
if(_levelUpVfx.IsPlaying())
return;
_levelUpVfx.Play();
return;
}
// Instantiate at player's current position and rotation
_levelUpVfx = Instantiate(prefab, transform).GetComponent<BaseVfxObject>();
_levelUpVfx.Play();
// vfx.transform.SetParent(transform); transform.position, prefab.transform.rotation
_levelUpVfx.transform.localPosition = Vector3.zero;
}
else
{
BMLogger.LogError($"Failed to load level up effect prefab at: {path}");
}
}
// Get booth state
public int GetBoothState() { return m_iBoothState; }
// Check whether player has effect of specified type
public bool HasEffectType(int iEffType)
{
int i;
switch (iEffType)
{
case Effect_type.EFF_FACEPILL:
{
elementdataman pDataMan = EC_Game.GetElementDataMan();
// Get item data type
for (i = 0; i < m_aCurEffects.Count; i++)
{
DATA_TYPE DataType = pDataMan.get_data_type((uint)m_aCurEffects[i], ID_SPACE.ID_SPACE_ESSENCE);
if (DataType == DATA_TYPE.DT_FACEPILL_ESSENCE)
return true;
}
break;
}
}
return false;
}
public byte GetReincarnationCount() { return m_ReincarnationCount; }
public string GetName()
{
return m_strName;
}
}
public struct PlayActionEvent
{
public string AnimationName;
public PlayActionEvent(string animationName)
{
this.AnimationName = animationName;
}
}
public class QueueActionEvent
{
public string AnimationName;
public Action<bool, CECAttackEvent> SetFlag;
public CECAttackEvent AttackEvent;
public bool IsHitAnim;
public QueueActionEvent(string animationName, Action<bool, CECAttackEvent> setFlag, bool isHitAnim,
CECAttackEvent attackEvent)
{
this.AnimationName = animationName;
SetFlag = setFlag;
IsHitAnim = isHitAnim;
AttackEvent = attackEvent;
}
public void SetData(string animationName, Action<bool, CECAttackEvent> setFlag, bool isHitAnim,
CECAttackEvent attackEvent)
{
this.AnimationName = animationName;
SetFlag = setFlag;
IsHitAnim = isHitAnim;
AttackEvent = attackEvent;
}
}
[Serializable]
public struct INFO
{
public int cid; // Character ID
public int crc_c; // customized data crc
public int crc_e; // Equipment data crc
public INFO(int cid, int crc_c, int crc_)
{
this.cid = cid;
this.crc_c = crc_c;
this.crc_e = crc_;
}
}
public enum PlayerResourcesReadyFlag
{
RESFG_SKELETON = 0x01,
RESFG_SKIN = 0x02,
RESFG_CUSTOM = 0x04,
RESFG_ASSEMBLED = 0x08,
RESFG_ALL = 0x0f,
};
public static class Duel_state // Duel state
{
public const int DUEL_ST_NONE = 0,
DUEL_ST_PREPARE = 1,
DUEL_ST_INDUEL = 2,
DUEL_ST_STOPPING = 3;
}
//// Move mode
public class Move_Mode
{
public const int MOVE_STAND = 0,
MOVE_MOVE = 1, // Normal move, walk, run, swim or fly
MOVE_JUMP = 2,
MOVE_FREEFALL = 3,
MOVE_SLIDE = 4;
}
public class EC_Player_Skin_Const
{
// Skin index
public static byte SKIN_BODY_INDEX = 0;
public static byte SKIN_UPPER_BODY_INDEX = 1;
public static byte SKIN_WRIST_INDEX = 2;
public static byte SKIN_LOWER_INDEX = 3;
public static byte SKIN_FOOT_INDEX = 4;
public static byte SKIN_HEAD_INDEX = 5;
public static byte SKIN_FASHION_UPPER_BODY_INDEX = 6;
public static byte SKIN_FASHION_WRIST_INDEX = 7;
public static byte SKIN_FASHION_LOWER_INDEX = 8;
public static byte SKIN_FASHION_FOOT_INDEX = 9;
public static byte NUM_SKIN_INDEX = 10;
}